#pragma once

#include <BWAPI/Unit.h>
#include <BWAPI/Unitset.h>
#include <Util/Types.h>

#include <BWAPI/UnitCommand.h>
#include <BWAPI/Client/UnitData.h>

namespace BW
{ 
  class CUnit;
};
namespace BWAPI
{
  // Forwards
  class PlayerInterface;
  typedef PlayerInterface *Player;

  /**
   * Interface for broodwar unit, can be used to obtain any information and
   * issue commands.
   */
  class UnitImpl : public UnitInterface
  {
    public:
      virtual int           getID() const override;
      virtual bool          exists() const override;
      virtual int           getReplayID() const override;
      virtual Player        getPlayer() const override;
      virtual UnitType      getType() const override;
      virtual Position      getPosition() const override;
      virtual double        getAngle() const override;
      virtual double        getVelocityX() const override;
      virtual double        getVelocityY() const override;
      virtual int           getHitPoints() const override;
      virtual int           getShields() const override;
      virtual int           getEnergy() const override;
      virtual int           getResources() const override;
      virtual int           getResourceGroup() const override;

      virtual int           getLastCommandFrame() const override;
      virtual UnitCommand   getLastCommand() const override;
      virtual BWAPI::Player getLastAttackingPlayer() const override;

      virtual UnitType      getInitialType() const override;
      virtual Position      getInitialPosition() const override;
      virtual TilePosition  getInitialTilePosition() const override;
      virtual int           getInitialHitPoints() const override;
      virtual int           getInitialResources() const override;

      virtual int getKillCount() const override;
      virtual int getAcidSporeCount() const override;
      virtual int getInterceptorCount() const override;
      virtual int getScarabCount() const override;
      virtual int getSpiderMineCount() const override;
      virtual int getGroundWeaponCooldown() const override;
      virtual int getAirWeaponCooldown() const override;
      virtual int getSpellCooldown() const override;
      virtual int getDefenseMatrixPoints() const override;

      virtual int getDefenseMatrixTimer() const override;
      virtual int getEnsnareTimer() const override;
      virtual int getIrradiateTimer() const override;
      virtual int getLockdownTimer() const override;
      virtual int getMaelstromTimer() const override;
      virtual int getOrderTimer() const override;
      virtual int getPlagueTimer() const override;
      virtual int getRemoveTimer() const override;
      virtual int getStasisTimer() const override;
      virtual int getStimTimer() const override;

      virtual UnitType      getBuildType() const override;
      virtual UnitType::list getTrainingQueue() const override;
      virtual TechType      getTech() const override;
      virtual UpgradeType   getUpgrade() const override;
      virtual int           getRemainingBuildTime() const override;
      virtual int           getRemainingTrainTime() const override;
      virtual int           getRemainingResearchTime() const override;
      virtual int           getRemainingUpgradeTime() const override;
      virtual Unit         getBuildUnit() const override;

      virtual Unit     getTarget() const override;
      virtual Position getTargetPosition() const override;
      virtual Order    getOrder() const override;
      virtual Unit     getOrderTarget() const override;
      virtual Position getOrderTargetPosition() const override;
      virtual Order    getSecondaryOrder() const override;
      virtual Position getRallyPosition() const override;
      virtual Unit     getRallyUnit() const override;
      virtual Unit     getAddon() const override;
      virtual Unit     getNydusExit() const override;
      virtual Unit     getPowerUp() const override;

      virtual Unit     getTransport() const override;
      virtual Unitset  getLoadedUnits() const override;
      virtual Unit     getCarrier() const override;
      virtual Unitset  getInterceptors() const override;
      virtual Unit     getHatchery() const override;
      virtual Unitset  getLarva() const override;

      virtual bool hasNuke() const override;
      virtual bool isAccelerating() const override;
      virtual bool isAttackFrame() const override;
      virtual bool isAttacking() const override;
      virtual bool isBeingGathered() const override;
      virtual bool isBeingHealed() const override;
      virtual bool isBlind() const override;
      virtual bool isBraking() const override;
      virtual bool isBurrowed() const override;
      virtual bool isCarryingGas() const override;
      virtual bool isCarryingMinerals() const override;
      virtual bool isCloaked() const override;
      virtual bool isCompleted() const override;
      virtual bool isConstructing() const override;
      virtual bool isDetected() const override;
      virtual bool isGatheringGas() const override;
      virtual bool isGatheringMinerals() const override;
      virtual bool isHallucination() const override;
      virtual bool isIdle() const override;
      virtual bool isInterruptible() const override;
      virtual bool isInvincible() const override;
      virtual bool isLifted() const override;
      virtual bool isMorphing() const override;
      virtual bool isMoving() const override;
      virtual bool isParasited() const override;
      virtual bool isSelected() const override;
      virtual bool isStartingAttack() const override;
      virtual bool isStuck() const override;
      virtual bool isTraining() const override;
      virtual bool isUnderAttack() const override;
      virtual bool isUnderDarkSwarm() const override;
      virtual bool isUnderDisruptionWeb() const override;
      virtual bool isUnderStorm() const override;
      virtual bool isPowered() const override;
      virtual bool isVisible(Player player = nullptr) const override;
      virtual bool isTargetable() const override;

      virtual bool canCommand() const override;
      virtual bool canCommandGrouped(bool checkCommandibility = true) const override;
      virtual bool canTargetUnit(Unit targetUnit, bool checkCommandibility = true) const override;

      virtual bool canAttack(bool checkCommandibility = true) const override;
      virtual bool canAttack(PositionOrUnit target, bool checkCanTargetUnit = true, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const override;
      virtual bool canAttackGrouped(bool checkCommandibilityGrouped = true, bool checkCommandibility = true) const override;
      virtual bool canAttackGrouped(PositionOrUnit target, bool checkCanTargetUnit = true, bool checkCanIssueCommandType = true, bool checkCommandibilityGrouped = true, bool checkCommandibility = true) const override;
      virtual bool canAttackMove(bool checkCommandibility = true) const override;
      virtual bool canAttackMoveGrouped(bool checkCommandibilityGrouped = true, bool checkCommandibility = true) const override;
      virtual bool canAttackUnit(bool checkCommandibility = true) const override;
      virtual bool canAttackUnit(Unit targetUnit, bool checkCanTargetUnit = true, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const override;
      virtual bool canAttackUnitGrouped(bool checkCommandibilityGrouped = true, bool checkCommandibility = true) const override;
      virtual bool canAttackUnitGrouped(Unit targetUnit, bool checkCanTargetUnit = true, bool checkCanIssueCommandType = true, bool checkCommandibilityGrouped = true, bool checkCommandibility = true) const override;
      virtual bool canBuild(bool checkCommandibility = true) const override;
      virtual bool canBuild(UnitType uType, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const override;
      virtual bool canBuild(UnitType uType, BWAPI::TilePosition tilePos, bool checkTargetUnitType = true, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const override;
      virtual bool canBuildAddon(bool checkCommandibility = true) const override;
      virtual bool canBuildAddon(UnitType uType, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const override;
      virtual bool canTrain(bool checkCommandibility = true) const override;
      virtual bool canTrain(UnitType uType, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const override;
      virtual bool canMorph(bool checkCommandibility = true) const override;
      virtual bool canMorph(UnitType uType, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const override;
      virtual bool canResearch(bool checkCommandibility = true) const override;
      virtual bool canResearch(TechType type, bool checkCanIssueCommandType = true) const override;
      virtual bool canUpgrade(bool checkCommandibility = true) const override;
      virtual bool canUpgrade(UpgradeType type, bool checkCanIssueCommandType = true) const override;
      virtual bool canSetRallyPoint(bool checkCommandibility = true) const override;
      virtual bool canSetRallyPoint(PositionOrUnit target, bool checkCanTargetUnit = true, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const override;
      virtual bool canSetRallyPosition(bool checkCommandibility = true) const override;
      virtual bool canSetRallyUnit(bool checkCommandibility = true) const override;
      virtual bool canSetRallyUnit(Unit targetUnit, bool checkCanTargetUnit = true, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const override;
      virtual bool canMove(bool checkCommandibility = true) const override;
      virtual bool canMoveGrouped(bool checkCommandibilityGrouped = true, bool checkCommandibility = true) const override;
      virtual bool canPatrol(bool checkCommandibility = true) const override;
      virtual bool canPatrolGrouped(bool checkCommandibilityGrouped = true, bool checkCommandibility = true) const override;
      virtual bool canFollow(bool checkCommandibility = true) const override;
      virtual bool canFollow(Unit targetUnit, bool checkCanTargetUnit = true, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const override;
      virtual bool canGather(bool checkCommandibility = true) const override;
      virtual bool canGather(Unit targetUnit, bool checkCanTargetUnit = true, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const override;
      virtual bool canReturnCargo(bool checkCommandibility = true) const override;
      virtual bool canHoldPosition(bool checkCommandibility = true) const override;
      virtual bool canStop(bool checkCommandibility = true) const override;
      virtual bool canRepair(bool checkCommandibility = true) const override;
      virtual bool canRepair(Unit targetUnit, bool checkCanTargetUnit = true, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const override;
      virtual bool canBurrow(bool checkCommandibility = true) const override;
      virtual bool canUnburrow(bool checkCommandibility = true) const override;
      virtual bool canCloak(bool checkCommandibility = true) const override;
      virtual bool canDecloak(bool checkCommandibility = true) const override;
      virtual bool canSiege(bool checkCommandibility = true) const override;
      virtual bool canUnsiege(bool checkCommandibility = true) const override;
      virtual bool canLift(bool checkCommandibility = true) const override;
      virtual bool canLand(bool checkCommandibility = true) const override;
      virtual bool canLand(TilePosition target, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const override;
      virtual bool canLoad(bool checkCommandibility = true) const override;
      virtual bool canLoad(Unit targetUnit, bool checkCanTargetUnit = true, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const override;
      virtual bool canUnloadWithOrWithoutTarget(bool checkCommandibility = true) const override;
      virtual bool canUnloadAtPosition(Position targDropPos, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const override;
      virtual bool canUnload(bool checkCommandibility = true) const override;
      virtual bool canUnload(Unit targetUnit, bool checkCanTargetUnit = true, bool checkPosition = true, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const override;
      virtual bool canUnloadAll(bool checkCommandibility = true) const override;
      virtual bool canUnloadAllPosition(bool checkCommandibility = true) const override;
      virtual bool canUnloadAllPosition(Position targDropPos, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const override;
      virtual bool canRightClick(bool checkCommandibility = true) const override;
      virtual bool canRightClick(PositionOrUnit target, bool checkCanTargetUnit = true, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const override;
      virtual bool canRightClickGrouped(bool checkCommandibilityGrouped = true, bool checkCommandibility = true) const override;
      virtual bool canRightClickGrouped(PositionOrUnit target, bool checkCanTargetUnit = true, bool checkCanIssueCommandType = true, bool checkCommandibilityGrouped = true, bool checkCommandibility = true) const override;
      virtual bool canRightClickPosition(bool checkCommandibility = true) const override;
      virtual bool canRightClickPositionGrouped(bool checkCommandibilityGrouped = true, bool checkCommandibility = true) const override;
      virtual bool canRightClickUnit(bool checkCommandibility = true) const override;
      virtual bool canRightClickUnit(Unit targetUnit, bool checkCanTargetUnit = true, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const override;
      virtual bool canRightClickUnitGrouped(bool checkCommandibilityGrouped = true, bool checkCommandibility = true) const override;
      virtual bool canRightClickUnitGrouped(Unit targetUnit, bool checkCanTargetUnit = true, bool checkCanIssueCommandType = true, bool checkCommandibilityGrouped = true, bool checkCommandibility = true) const override;
      virtual bool canHaltConstruction(bool checkCommandibility = true) const override;
      virtual bool canCancelConstruction(bool checkCommandibility = true) const override;
      virtual bool canCancelAddon(bool checkCommandibility = true) const override;
      virtual bool canCancelTrain(bool checkCommandibility = true) const override;
      virtual bool canCancelTrainSlot(bool checkCommandibility = true) const override;
      virtual bool canCancelTrainSlot(int slot, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const override;
      virtual bool canCancelMorph(bool checkCommandibility = true) const override;
      virtual bool canCancelResearch(bool checkCommandibility = true) const override;
      virtual bool canCancelUpgrade(bool checkCommandibility = true) const override;
      virtual bool canUseTechWithOrWithoutTarget(bool checkCommandibility = true) const override;
      virtual bool canUseTechWithOrWithoutTarget(BWAPI::TechType tech, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const override;
      virtual bool canUseTech(BWAPI::TechType tech, PositionOrUnit target = nullptr, bool checkCanTargetUnit = true, bool checkTargetsType = true, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const override;
      virtual bool canUseTechWithoutTarget(BWAPI::TechType tech, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const override;
      virtual bool canUseTechUnit(BWAPI::TechType tech, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const override;
      virtual bool canUseTechUnit(BWAPI::TechType tech, Unit targetUnit, bool checkCanTargetUnit = true, bool checkTargetsUnits = true, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const override;
      virtual bool canUseTechPosition(BWAPI::TechType tech, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const override;
      virtual bool canUseTechPosition(BWAPI::TechType tech, Position target, bool checkTargetsPositions = true, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const override;
      virtual bool canPlaceCOP(bool checkCommandibility = true) const override;
      virtual bool canPlaceCOP(TilePosition target, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const override;

      virtual bool canIssueCommandType(BWAPI::UnitCommandType ct, bool checkCommandibility = true) const override;
      virtual bool canIssueCommandTypeGrouped(BWAPI::UnitCommandType ct, bool checkCommandibilityGrouped = true, bool checkCommandibility = true) const override;
      virtual bool canIssueCommand(UnitCommand command, bool checkCanUseTechPositionOnPositions = true, bool checkCanUseTechUnitOnUnits = true, bool checkCanBuildUnitType = true, bool checkCanTargetUnit = true, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const override;
      virtual bool canIssueCommandGrouped(UnitCommand command, bool checkCanUseTechPositionOnPositions = true, bool checkCanUseTechUnitOnUnits = true, bool checkCanTargetUnit = true, bool checkCanIssueCommandType = true, bool checkCommandibilityGrouped = true, bool checkCommandibility = true) const override;

      virtual bool issueCommand(UnitCommand command) override;

      //Internal BWAPI commands:
      UnitImpl(BW::CUnit* originalUnit, u16 index);
      static UnitImpl* BWUnitToBWAPIUnit(BW::CUnit* unit);
      void die();
      void setID(int newID);
      bool canAccess() const;
      bool canAccessDetected() const;
      bool canAccessInside() const;

      /**
       * Gets index of the unit in the unit array. Note that the index is same
       * for the original unit array, BWAPI::Unit array and BWAI::Unit array, so
       * it is good way to compare units of different types and for conversion.
       * @return 0-based index of the unit in the unit array.
       */
      u16 getIndex() const;
      void setSelected(bool selectedState);
      void setLoaded(bool loadedState);
      UnitImpl* getNext() const;

      void saveInitialState();
      void updateInternalData();
      void updateData();
      
    // data members
      Player _getPlayer;
      UnitType _getType;
      Position _getPosition;
      int _getResources;
      int _getHitPoints;
      Unit _getTransport;
      
      /** Gets #bwOriginalUnit */
      BW::CUnit* getOriginalRawData;
      /** Gets #bwUnitLocal */
      u8 getBuildQueueSlot;
      /** Gets #bwUnit->BW#Unit#buildQueue */
      BWAPI::UnitType getBuildQueue[5];
      /** Returns if the unit has empty building queue */
      bool hasEmptyBuildQueue;

      UnitData  data;
      UnitData* self = &data;

      bool userSelected = false;
      bool nukeDetected = false;
      Position nukePosition;
      int lastGroundWeaponCooldown = 0;
      int lastAirWeaponCooldown = 0;
      int lastFrameSet = -1;
      UnitType lastType = UnitTypes::Unknown;
      Player lastPlayer = nullptr;
      int id = -1;
      bool isAlive = false;
      bool wasAlive = false;
      bool _isCompleted = false;
      bool wasCompleted = false;
      bool wasAccessible = false;
      bool wasVisible = false;
      
      Unitset connectedUnits;
      Unitset loadedUnits;

      int lastCommandFrame = 0;
      UnitCommand lastCommand;

      int lastImmediateCommandFrame = 0;
      UnitCommand lastImmediateCommand;

      static void setLastImmediateCommand(const UnitCommand &command);
      bool prepareIssueCommand(UnitCommand &command);

      void clear();
    private:
      /** Orders to select this unit (previous selection will be lost. */
      void orderSelect();

      u16 index; /**< Index of the unit in the array (can be computed, it's just optimisation) */
      UnitType initialType;
      BWAPI::Position initialPosition;
      int initialResources;
      int initialHitPoints;
  };
};

